You shouldn't ever see out of the skybox when you're standing on the ground..

I have found and pointed out a few instances of this, they are suit zoomed to emphasize the error but rest assured they are all from standing points accessible without noclip.

Also I found what looks like a misaligned texture on some stairs.

The stair and edge of the building texture is the same as the one I pointed out on the top of the hanger, is there anyway that could be changed, it just seems smudgy in comparison to the other textures.

The stair and edge of the building texture is the same as the one I pointed out on the top of the hanger, is there anyway that could be changed, it just seems smudgy in comparison to the other textures.

The texture is 1.58 times the normal size, it is overused throughout the map, and I tried looking for an alternative texture, but none of them gave that same dark border-ey feeling. You are welcome to browse for a texture to suggest using, I will draft up a screenshot for everyone, and then If it gets positive reviews, I will use it to replace the stairs and large garage area ceiling vents.

The skybox issues have been added to the pending events in the changelog.

I still think it should go into a godzilla type theme where it's based on top of a skyscraper and surrounding the skyscraper are other skyscrapers with several other Gmod Maps[ex: Flatgrass is on a nearby tower]. Someone who is well experienced with modeling could incorporate small contraptions moving around the 3D Skyboxs to give the feeling of an strange world. If someone gets up and looks down their greeted with a gigantic city bustling with cars moving down the street and such, and the showcase of the entire city being on a small island which could be floating or in the middle of an ocean.

The texture is 1.58 times the normal size, it is overused throughout the map, and I tried looking for an alternative texture, but none of them gave that same dark border-ey feeling. You are welcome to browse for a texture to suggest using, I will draft up a screenshot for everyonblbalb :P

Not hard. Heres one I found thats practically made for this purpose and isn't stretched:

Dont mind the bad offsetting I made it in 30 seconds :P
metal/metalwall061e with a y offset of 90.

I still think it should go into a godzilla type theme where it's based on top of a skyscraper and surrounding the skyscraper are other skyscrapers with several other Gmod Maps[ex: Flatgrass is on a nearby tower]. Someone who is well experienced with modeling could incorporate small contraptions moving around the 3D Skyboxs to give the feeling of an strange world. If someone gets up and looks down their greeted with a gigantic city bustling with cars moving down the street and such, and the showcase of the entire city being on a small island which could be floating or in the middle of an ocean.

Good news everyone, I'll be back home in 7 hours. I will be able to resume work on the map then.
Until then I get to endure a cramped 7 hour drive with no cell phone connection most of the time and no internet at all. Wish me luck

Yesterday Colton gave me the permission to do some work on the map, so I did some more vis optimizing, since I'm responsible for the optimizing.
I had to clean up that mess under the displacements (the grass) and func_detailing the pavements and other stuff. I added some more hints which I forgot yesterday. Two func_visclusters in the outside are also added. At the end I reduced the compile time of vvis to a third in comparison of yesterday and the count of visleafs seems also noticeably reduced.

Yesterday Colton gave me the permission to do some work on the map, so I did some more vis optimizing, since I'm responsible for the optimizing.
I had to clean up that mess under the displacements (the grass) and func_detailing the pavements and other stuff. I added some more hints which I forgot yesterday. Two func_visclusters in the outside are also added. At the end I reduced the compile time of vvis to a third in comparison of yesterday and the count of visleafs seems also noticeably reduced.

-snip-

I'm open for any more optimizing suggestions.

Couldn't all the skybox leafs be cut down by a whole bunch with some proper hinting? What's the point of having a leaf automatically clip every 128 unit or whatever it is there?

The mirror doesn't use the _rt_Camera RT (I don't even know if it uses a RT, but judging from the shitty quality it does - it'd be great to have it work like the mirror entity in ToyBox).

Technically it could. I could make a prop that would fit the exact dimensions of that mirror in the map. Then all you would have to do is place my custom mirror entity in its place. Or garry could give us access to modelinfo->GetBrushModelPlaneCount along with modelinfo->GetBrushModelPlane so I could make a custom brush entity that behaves exactly the same way as the func_reflectiveglass does, but with a higher resolution of course.

Couldn't all the skybox leafs be cut down by a whole bunch with some proper hinting? What's the point of having a leaf automatically clip every 128 unit or whatever it is there?

These are 512 or 1024 units long an wide, these are generated by vvis. There are hacked versions out there, that are splitting every 2048, 4096 and so on, but there is a reason for that 512/1024 limit I guess.

These are 512 or 1024 units long an wide, these are generated by vvis. There are hacked versions out there, that are splitting every 2048, 4096 and so on, but there is a reason for that 512/1024 limit I guess.

For open maps like flatgrass, the hacked version would be great. But since construct has smaller, indoor areas, the default one works fine.

Part of me wants the mirror room to actually be as big as the mirror makes it seem (as in, instead of having a mirror, the room actually stretches back inside where the mirror is now). Although I do like the mirror. Especially if we use the full resolution one three posts up.

Part of me wants the mirror room to actually be as big as the mirror makes it seem (as in, instead of having a mirror, the room actually stretches back inside where the mirror is now). Although I do like the mirror. Especially if we use the full resolution one three posts up.